[Modpack] Animals Modpack [2.5] -- 2.6 approaching

fifthecard
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Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping

by fifthecard » Post

I kept getting server crashes with the new adv_spawning/internal.lua:294 assertian failed

disabled that part of the mod and everything else seems to work fine

sapier
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Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping

by sapier » Post

could you provide a backtrace for one of those crashes? There's no reason why something should be done in negative time so there most likely is a bug hidden somewhere else.
Thanks!

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Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping

by TenPlus1 » Post

I tried the latest github and still get timeout errors for spawning mobs...

fifthecard
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Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping

by fifthecard » Post

Don't really know how to do a backtrace other than using gdb. Here is what I have. Let me know if this helped. I am using Manjaro / Arch linux.

Code: Select all

gdb) bt full
#0  0x00007ffff645cd67 in raise () from /usr/lib/libc.so.6
No symbol table info available.
#1  0x00007ffff645e118 in abort () from /usr/lib/libc.so.6
No symbol table info available.
#2  0x0000000000590f54 in assert_fail(char const*, char const*, unsigned int, char const*) ()
No symbol table info available.
#3  0x00000000004541a0 in main ()
No symbol table info available.
(gdb) 

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Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping

by sapier » Post

@TenPlus1 can you please post the full error message?
@fifthecard while usually a gdb backtrace helps, in this situation I'd need the lua backtrace ... it's shown on console and saved in debug.txt

fifthecard
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Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping

by fifthecard » Post

Here is the debug info

Code: Select all

6:51:44: ERROR[main]: ERROR: An unhandled exception occurred: ....minetest/mods/animals_modpack/adv_spawning/internal.lua:294: assertion failed!
16:51:44: ERROR[main]: stack traceback:
16:51:44: ERROR[main]: 	[C]: in function 'assert'
16:51:44: ERROR[main]: 	....minetest/mods/animals_modpack/adv_spawning/internal.lua:294: in function 'quota_leave'
16:51:44: ERROR[main]: 	....minetest/mods/animals_modpack/adv_spawning/internal.lua:224: in function <....minetest/mods/animals_modpack/adv_spawning/internal.lua:180>
16:51:44: ERROR[main]: 	/usr/share/minetest/builtin/game/register.lua:348: in function </usr/share/minetest/builtin/game/register.lua:336>


sapier
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Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping

by sapier » Post

@fifthecard that backtrace is supposed to impossible ;-). Can you give more information how to trigger? what's your environment? what cpu what os, any virtualization or unstable system clock?
Or at least a few more lines of debug.txt prior error ;-)

According to that assert time on your machine went backwards

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Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping

by fifthecard » Post

Spoiler
MOD: factions (by sapier) loading ...
MOD: factions (by sapier) 0.1.5 loaded.
Advanced spawning mod version 0.0.6 loaded
[treecapitator] loaded after ca. 0.00s
16:48:18: ACTION[main]: MOD: animalmaterials loading ...
16:48:18: ACTION[main]: MOD: animalmaterials mod version 0.1.1 loaded
MOD: mobf loading ...
throwing mod found2!
registering pattern dont_move
registering pattern run_and_jump_low
registering pattern stop_and_go
registering pattern swim_pattern1
registering pattern swim_pattern2
registering pattern flight_pattern1
MOD: mob framework mod 2.3.91 loaded
16:48:18: ACTION[main]: MOD: mobf_settings mod version 1.9.0 loaded
16:48:18: ACTION[main]: MOD: mob_slime mod loading ...
ADV_SPAWNING: registering spawner "slime_spawner_1"
16:48:18: ACTION[main]: adding mob slime_L
16:48:18: ACTION[main]: adding mob slime_M
16:48:18: ACTION[main]: adding mob slime_S
16:48:18: ACTION[main]: MOD: mob_slime mod version 0.1.0 loaded
16:48:18: ACTION[main]: MOD: mob_shark loading ...
ADV_SPAWNING: registering spawner "shark_spawner_1"
16:48:18: ACTION[main]: adding mob shark
16:48:18: ACTION[main]: MOD: mob_shark mod version 0.1.0 loaded
16:48:18: ACTION[main]: MOD: mob_ostrich mod loading ...
ADV_SPAWNING: registering spawner "ostrich_m_spawner_1"
ADV_SPAWNING: registering spawner "ostrich_f_spawner_1"
16:48:18: ACTION[main]: adding mob ostrich_m
16:48:18: ACTION[main]: adding mob ostrich_f
16:48:18: ACTION[main]: MOD: mob_ostrich mod version 0.1.1 loaded
16:48:18: ACTION[main]: MOD: mob_oerkki mod loading ...
ADV_SPAWNING: registering spawner "oerkki_spawner_1"
16:48:18: ACTION[main]: adding mob oerkki
16:48:18: ACTION[main]: MOD: mob_oerkki mod version 0.1.1 loaded
16:48:18: ACTION[main]: MOD: mob_guard mod loading ...
16:48:18: ACTION[main]: adding mob guard
16:48:18: ACTION[main]: MOD: mob_guard mod version 0.1.2 loaded
16:48:18: ACTION[main]: MOD: mob_bear loading ...
ADV_SPAWNING: registering spawner "bear_spawner_1"
16:48:18: ACTION[main]: adding mob bear
16:48:18: ACTION[main]: MOBF: no movement pattern specified!
16:48:18: ACTION[main]: MOD: mob_bear mod version 0.0.2 loaded
16:48:18: ACTION[main]: MOD: mob_archer mod loading ...
16:48:18: ACTION[main]: adding mob archer
16:48:18: ACTION[main]: MOD: mob_archer mod version 0.1.2 loaded
16:48:18: ACTION[main]: MOD: barn mod loading ...
16:48:18: ACTION[main]: MOD: barn mod version 0.0.12 loaded
16:48:18: ACTION[main]: MOD: mob_wolf loading ...
ADV_SPAWNING: registering spawner "wolf_spawner_1"
16:48:18: ACTION[main]: adding mob wolf
16:48:18: ACTION[main]: MOBF: no movement pattern specified!
16:48:18: ACTION[main]: adding mob tamed_wolf
16:48:18: ACTION[main]: MOBF: no movement pattern specified!
16:48:18: ACTION[main]: MOD: animal_wolf mod version 0.1.1 loaded
16:48:18: ACTION[main]: MOD: loading animal_vombie ...
ADV_SPAWNING: registering spawner "vombie_spawner_1"
ADV_SPAWNING: registering spawner "vombie_spawner_2"
16:48:18: ACTION[main]: adding mob vombie
16:48:18: ACTION[main]: MOD: animal_vombie mod version 0.1.2 loaded
16:48:18: ACTION[main]: MOD: trap mod loading ...
16:48:18: ACTION[main]: MOD: trap mod version 0.0.3 loaded
16:48:18: ACTION[main]: MOD: animal_rat loading ...
ADV_SPAWNING: registering spawner "rat_spawner_1"
ADV_SPAWNING: registering spawner "rat_spawner_2"
16:48:18: ACTION[main]: adding rat
16:48:18: ACTION[main]: MOD: animal_rat mod version 0.1.1 loaded
16:48:18: ACTION[main]: MOD: animal_gull loading ...
ADV_SPAWNING: registering spawner "gull_spawner_1"
16:48:18: ACTION[main]: adding mob gull
16:48:18: ACTION[main]: MOD: animal_gull mod version 0.1.1 loaded
16:48:18: ACTION[main]: MOD: animal_fish_blue_white loading ...
ADV_SPAWNING: registering spawner "fish_bw_spawner_1"
16:48:18: ACTION[main]: adding mob fish_blue_white
16:48:18: ACTION[main]: MOD: animal_fish_blue_white mod version 0.1.0 loaded
16:48:18: ACTION[main]: MOD: animal_dm loading ...
ADV_SPAWNING: registering spawner "dm_spawner_1"
16:48:18: ACTION[main]: adding mob dm
16:48:18: ACTION[main]: MOD: animal_dm mod version 0.1.1 loaded
16:48:18: ACTION[main]: MOD: animal_deer mod loading ...
ADV_SPAWNING: registering spawner "deer_m_spawner_1"
ADV_SPAWNING: registering spawner "deer_f_spawner_1"
16:48:18: ACTION[main]: adding mob deer_m
16:48:18: ACTION[main]: adding mob deer_f
16:48:18: ACTION[main]: MOD: animal_deer mod version 0.2.1 loaded
16:48:18: ACTION[main]: MOD: animal_creeper mod loading ...
ADV_SPAWNING: registering spawner "boombomb_spawner_1"
16:48:18: ACTION[main]: adding mob creeper
16:48:18: ACTION[main]: MOD: animal_creeper mod version 0.1.0 loaded
16:48:18: ACTION[main]: MOD: animal_clownfish mod loading ...
ADV_SPAWNING: registering spawner "clownfish_spawner_1"
16:48:18: ACTION[main]: adding animal clownfish
16:48:18: ACTION[main]: MOD: animal_clownfish mod version 0.1.1 loaded
16:48:18: ACTION[main]: MOD: animal_chicken mod loading ...
ADV_SPAWNING: registering spawner "chicken_spawner_1"
ADV_SPAWNING: registering spawner "rooster_spawner_1"
16:48:18: ACTION[main]: adding animal chicken
16:48:18: ACTION[main]: adding animal chick_m
16:48:18: ACTION[main]: adding animal chick_f
16:48:18: ACTION[main]: adding animal rooster
16:48:18: ACTION[main]: MOD: animal_chicken mod version 0.1.1 loaded
16:48:18: ACTION[main]: MOD: animal_big_red mod loading ...
ADV_SPAWNING: registering spawner "big_red_spawner_1"
16:48:18: ACTION[main]: adding mob big_red
16:48:18: ACTION[main]: MOD: animal_big_red mod version 0.1.1 loaded
16:48:18: ACTION[main]: MOD: animal_sheep mod loading ...
ADV_SPAWNING: registering spawner "sheep_spawner_1"
16:48:18: ACTION[main]: adding animal sheep
16:48:18: ACTION[main]: adding animal sheep_naked
16:48:18: ACTION[main]: adding animal lamb
16:48:18: ACTION[main]: MOD: animal_sheep mod version 0.2.2 loaded
[Mod] Fishing - Mossmanikin's version [0.2.2] [fishing] Loaded...
16:48:18: ACTION[main]: MOD: animal_cow mod loading ...
ADV_SPAWNING: registering spawner "cow_spawner_1"
ADV_SPAWNING: registering spawner "steer_spawner_1"
16:48:18: ACTION[main]: adding baby_calf_f
16:48:18: ACTION[main]: adding baby_calf_m
16:48:18: ACTION[main]: adding cow
16:48:18: ACTION[main]: adding steer
16:48:18: ACTION[main]: MOD: animal_cow mod version 0.2.1 loaded
16:48:18: ACTION[main]: MOD: mob_npc mod loading ...
ADV_SPAWNING: registering spawner "npc_trader_spawner_1"
16:48:18: ACTION[main]: adding mob npc_trader
16:48:18: ACTION[main]: adding mob npc
16:48:18: ACTION[main]: MOD: mob_npc mod version 0.1.0 loaded
Pipeworks loaded!
16:48:19: ACTION[main]: .__ __ __
16:48:19: ACTION[main]: _____ |__| ____ _____/ |_ ____ _______/ |_
16:48:19: ACTION[main]: / \| |/ \_/ __ \ __\/ __ \ / ___/\ __\
16:48:19: ACTION[main]: | Y Y \ | | \ ___/| | \ ___/ \___ \ | |
16:48:19: ACTION[main]: |__|_| /__|___| /\___ >__| \___ >____ > |__|
16:48:19: ACTION[main]: \/ \/ \/ \/ \/
16:48:19: ACTION[main]: World at [/home/fifthcard/.minetest/worlds/minetest]
16:48:19: ACTION[main]: Server for gameid="carbone" listening on 0.0.0.0:30000.
Unified Inventory. inventory size: 662
16:48:20: ACTION[ServerThread]: There are 3625 registered nodes, items and tools.
16:49:55: ACTION[ServerThread]: fifthcard [192.168.1.9] joins game.
16:49:55: ACTION[ServerThread]: fifthcard joins game. List of players: fifthcard
16:50:29: ACTION[ServerThread]: fifthcard digs default:junglewood at (310,4,-122)
16:50:31: ACTION[ServerThread]: fifthcard digs default:junglewood at (310,5,-122)
16:50:34: ACTION[ServerThread]: fifthcard digs default:junglewood at (310,3,-122)
16:50:37: ACTION[ServerThread]: fifthcard digs default:junglewood at (310,3,-121)
16:50:40: ACTION[ServerThread]: fifthcard digs default:junglewood at (313,4,-121)
16:50:43: ACTION[ServerThread]: fifthcard digs default:junglewood at (313,5,-121)
16:50:45: ACTION[ServerThread]: fifthcard digs default:junglewood at (312,5,-121)
16:50:48: ACTION[ServerThread]: fifthcard digs default:junglewood at (312,4,-121)
16:50:50: ACTION[ServerThread]: fifthcard digs default:junglewood at (312,3,-121)
16:50:52: ACTION[ServerThread]: fifthcard digs default:junglewood at (313,3,-121)
16:50:55: ACTION[ServerThread]: fifthcard digs default:junglewood at (311,3,-121)
16:50:57: ACTION[ServerThread]: fifthcard digs default:junglewood at (311,4,-121)
16:51:06: ACTION[ServerThread]: fifthcard places node default:cobble at (311,1,-122)
16:51:09: ACTION[ServerThread]: fifthcard places node default:junglewood at (311,2,-122)
16:51:44: ERROR[main]: ERROR: An unhandled exception occurred: ....minetest/mods/animals_modpack/adv_spawning/internal.lua:294: assertion failed!
16:51:44: ERROR[main]: stack traceback:
16:51:44: ERROR[main]: [C]: in function 'assert'
16:51:44: ERROR[main]: ....minetest/mods/animals_modpack/adv_spawning/internal.lua:294: in function 'quota_leave'
16:51:44: ERROR[main]: ....minetest/mods/animals_modpack/adv_spawning/internal.lua:224: in function <....minetest/mods/animals_modpack/adv_spawning/internal.lua:180>
16:51:44: ERROR[main]: /usr/share/minetest/builtin/game/register.lua:348: in function </usr/share/minetest/builtin/game/register.lua:336>

I am using carbone game but have tried on standard minetest with no other mods as well and get the same error. I am running this on a virtual machine on beefy computer but I can try and run this outside of the virtual machine. Setup is I7-4790 16GB ram with 4 dedicated to virtual machine. OS is Arch Linux with a git build of minetest on the 22nd with leveldb support. I also tried a build without leveldb to see if that could have been an issue. I will double check the clock sync issue to verify and also try to host outside of the virtual machine.

sapier
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Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping

by sapier » Post

I don't think leveldb is involved... Virualization could be ... I don't like it but I'll change that assert to a warning. Basicaly time running backwards breaks mobfs limitation of CPU usage. You may get way more CPU usage then the targeted maximum of 100ms per server step.

fifthecard
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Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping

by fifthecard » Post

I tried outside of the virtual machine and got the same error.

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Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping

by sapier » Post

fifthecard could you change the assert to print the value instead of asserting? do you have default settings or did you e.g. enable multiple emerge threads?

fifthecard
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Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping

by fifthecard » Post

When I change assert to print I get console spam with true.

I don't see any settings to allow multiple emerge threads.

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Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping

by lotek » Post

Active Block Range

If I configure on my server that active_block_range is only 1, how does this impact the mobf monsters? I guess that would mean that only monster 8 nodes away (from the player) could attack, right?
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sapier
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Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping

by sapier » Post

@lotek yes but there will be major issues with mob spawning too as spawners are entities too. Chance there will be any active spawner within that range is quite small so. Result may be no mobs spawning at all.

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ExeterDad
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Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping

by ExeterDad » Post

Good stuff lotek and sapier... I've wondered about this as well. Thanks :)

Giack Frichitichi
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Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping

by Giack Frichitichi » Post

Can you add wool like kill result for sheeps?
At 43rd line you can change in this way:

Code: Select all

kill_result={"wool:white","animalmaterials:meat_lamb 2"},

atam7
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Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping

by atam7 » Post

I was wondering if you could tell me how to make the guard mobs friendly to all players but attack all hostile mobs? or could you add the ability for admins to spawn mobs to guard places from hostile mobs that are trying to harm player. something like guards in the elder scrolls series. thank you for your time!

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Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping

by atam7 » Post

or if there is a mod that does this, cold you please post a link. thank you!

sapier
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Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping

by sapier » Post

atam7 you can configure a guard to attack those factions unfriendly to players that's most likely what you want

Edit1:
I just updated to 2.3.92, the only change is a new advanced_spawning version packaged, 2.3.92 is most likely the 2.4 version I'm gonna release this weekend.

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Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping

by atam7 » Post

can you tell me how to do that sapier? have virtually no programing experience. I can only find were to change what factions they are in, not what they are hostile to. where would they location of the file that determines what they are hostile to? could you give me as much info as possible. thank you very much in advance!

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Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping

by sapier » Post

atam7 first you need to install the factions mod (make sure you get the new version provided by me)
next enter /mobf in chat window
you should see a "factions" tab
there you can create and configure factions e.g. a faction "my_guards"
next you can configure how other factions behave to that faction, there are some predefined ones by mobf e.g. monsters

once you did configure the faction you have to rightclick your guard and add it to this faction.

that's all ;-) no need to programm anything

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Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping

by atam7 » Post

Thank you for all the help sapier:) but I am still getting nowhere. I set the hireling to player relation to 1000 and hireling to monster relation to -1000 but guards still attack me

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Re: [Mod] MOB Framework [2.3.6] [mobf] timekeeping

by atam7 » Post

My intention is to get the guards to be friendly to all players and hostile to everything that is hostile to players (I assume monsters faction covers that).
I won't be able to use minetest for about a week.

Thank you for your time!

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Re: [Modpack] Animals Modpack [2.4]

by sapier » Post

@atam7 For what I remember range is -100 to +100 ;-) seems like a check is missing to prevent invalid values.

Finally ... Animals modpack 2.4 did arrive. ... why not "mobf" ... well, mobf is the mob engine but the release contains spawning the mobs and factions mod so calling it that way would've been wrong. Mobf 2.5 will be split even more, animals will be moved from core to a separate repository.
Have fun!

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Re: [Modpack] Animals Modpack [2.4]

by lotek » Post

I use now the new animals_modpack, factions and the newly adv_spawning (hope thats right) from your git account. Also I did a while a go a /clearobject and needed to use the "secondary spawning" features to get the animals back. Now, animals (wolfs, sheeps, cows, etcetera) are getting spread over the exist map again, but what I missing are vombies and other monsters. On newly generated maps vombies get spawned...

* Normal should this cpu intensive 2nd spawning add those mobs, too - right?
* Is with this new adv_spawning any help to respawn on generated maps?

thanx for your effort to build this great mod ;)
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